Nope this not working, I think that easier way to fix that problem would be to export model to other software that is more dedicated to hard surface, but still sort of dissapointing that such simple task cannot be done in some simple steps in program that is 20+ yrs old. Thank you for your time Fabi.
Just wanted to put this out there to you guys to see if you can offer and advice before taking it elsewhere. Ran into some issues recently, and I'm not entirely sure why this is happening. I do not know if this is GPU based, but that is my closest guess on most of these issues. Opacity and pressure sensitivity:…
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Ok, so I've got another technical question and decided to make a separate post in case there are others looking for similar info that's not related to my Overlapping vs Wasted space post. I'm currently working on a Castle environment that I'm going to be putting together in UDK. I'm using modular pieces with some tiling…
RareFaction Interactive is building a team of experienced game artists for a 4-6 month job to create a fun and multisensory VR installation. The experience will be showcased at a festival and a major sporting event later this year as part of a high exposure marketing campaign. We are looking for a team of artists well…
Hello! I'm a US-based developer embarking on an exciting new project, and I'm looking for passionate, skilled individuals to join me in creating something truly unique. 🔥 About the Project: We're building a crypto-integrated game using Unity and C#, where players can buy and sell in-game items using cryptocurrency. This…
Made some dreadlocks. I want to try a couple of different hair styles before I commit to this one but I'm really happy with how these look in engine. Full XGen groom exported to alembics and brought into Unreal Engine 5.
@HenryVIII : Adding to the above and based on your screenshot with the purple representation of the normals there seems to be an actual shading seam along this UV edge which has zero reason to be there. So whatever process/exporter caused that didn't just slightly change the normals - it very much broke/split them. That…
As far as I know the "deep" exr stores records of multiple hits a ray-tracing ray does when it goes through a scene for a single pixel . like two intersecting clouds and a wall . I t stores samples of cloud 1, then when it goes through and hit cloud 2 and then the wall/object behind . it can record layers and layers of…